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Games, Actions, and Social Software

Games, Actions, and Social Software
Author: Jan van Eijck
Publisher: Springer
Total Pages: 222
Release: 2012-04-23
Genre: Computers
ISBN: 3642293263

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Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this book collects a set of chapters of the multi-disciplinary project "Games, actions and Social software" which was carried out at the Netherlands Institute for Advanced Study in the Humanities and Social Sciences (NIAS) in Wassenaar, from September 2006 through January 2007. The chapters focus on social software and the social sciences, knowledge, belief and action, perception, communication, and cooperation.


Gaming in Social, Locative and Mobile Media

Gaming in Social, Locative and Mobile Media
Author: L. Hjorth
Publisher: Springer
Total Pages: 184
Release: 2014-05-29
Genre: Social Science
ISBN: 1137301422

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Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.


Trends and Applications of Serious Gaming and Social Media

Trends and Applications of Serious Gaming and Social Media
Author: Youngkyun Baek
Publisher: Springer
Total Pages: 189
Release: 2014-07-08
Genre: Technology & Engineering
ISBN: 981456026X

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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.


Discourses on Social Software

Discourses on Social Software
Author: Jan van Eijck
Publisher: Amsterdam University Press
Total Pages: 249
Release: 2009
Genre: Computers
ISBN: 9089641238

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The unusual format of a series of discussions among a logician, a computer scientist, a philosopher and some researchers from other disciplines encourages the reader to develop his own point of view. --Book Jacket.


Knowledge Networks: The Social Software Perspective

Knowledge Networks: The Social Software Perspective
Author: Lytras, Miltiadis D.
Publisher: IGI Global
Total Pages: 422
Release: 2008-11-30
Genre: Computers
ISBN: 1599049775

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"This book concentrates on strategies that exploit emerging technologies for the knowledge effectiveness in social networks"--Provided by publisher.


Krister Segerberg on Logic of Actions

Krister Segerberg on Logic of Actions
Author: Robert Trypuz
Publisher: Springer Science & Business Media
Total Pages: 355
Release: 2013-10-22
Genre: Philosophy
ISBN: 9400770464

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This volume describes and analyzes in a systematic way the great contributions of the philosopher Krister Segerberg to the study of real and doxastic actions. Following an introduction which functions as a roadmap to Segerberg's works on actions, the first part of the book covers relations between actions, intentions and routines, dynamic logic as a theory of action, agency, and deontic logics built upon the logics of actions. The second section explores belief revision and update, iterated and irrevocable beliefs change, dynamic doxastic logic and hypertheories. Segerberg has worked for more than thirty years to analyze the intricacies of real and doxastic actions using formal tools - mostly modal (dynamic) logic and its semantics. He has had such a significant impact on modal logic that "It is hard to roam for long in modal logic without finding Krister Segerberg's traces," as Johan van Benthem notes in his chapter of this book.


Computation, Logic, Games, and Quantum Foundations - The Many Facets of Samson Abramsky

Computation, Logic, Games, and Quantum Foundations - The Many Facets of Samson Abramsky
Author: Bob Coecke
Publisher: Springer
Total Pages: 381
Release: 2013-11-18
Genre: Computers
ISBN: 3642381642

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This Festschrift volume, published in honor of Samson Abramsky, contains contributions written by some of his colleagues, former students, and friends. In celebration of the 60th birthday of Samson Abramsky, a conference was held in Oxford, UK, during May 28-30, 2010. The papers in this volume represent his manifold contributions to semantics, logic, games, and quantum mechanics.


Johan van Benthem on Logic and Information Dynamics

Johan van Benthem on Logic and Information Dynamics
Author: Alexandru Baltag
Publisher: Springer
Total Pages: 1072
Release: 2014-08-27
Genre: Philosophy
ISBN: 3319060252

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This book illustrates the program of Logical-Informational Dynamics. Rational agents exploit the information available in the world in delicate ways, adopt a wide range of epistemic attitudes, and in that process, constantly change the world itself. Logical-Informational Dynamics is about logical systems putting such activities at center stage, focusing on the events by which we acquire information and change attitudes. Its contributions show many current logics of information and change at work, often in multi-agent settings where social behavior is essential, and often stressing Johan van Benthem's pioneering work in establishing this program. However, this is not a Festschrift, but a rich tapestry for a field with a wealth of strands of its own. The reader will see the state of the art in such topics as information update, belief change, preference, learning over time, and strategic interaction in games. Moreover, no tight boundary has been enforced, and some chapters add more general mathematical or philosophical foundations or links to current trends in computer science. The theme of this book lies at the interface of many disciplines. Logic is the main methodology, but the various chapters cross easily between mathematics, computer science, philosophy, linguistics, cognitive and social sciences, while also ranging from pure theory to empirical work. Accordingly, the authors of this book represent a wide variety of original thinkers from different research communities. And their interconnected themes challenge at the same time how we think of logic, philosophy and computation. Thus, very much in line with van Benthem's work over many decades, the volume shows how all these disciplines form a natural unity in the perspective of dynamic logicians (broadly conceived) exploring their new themes today. And at the same time, in doing so, it offers a broader conception of logic with a certain grandeur, moving its horizons beyond the traditional study of consequence relations.


Game On

Game On
Author: Jon Radoff
Publisher: John Wiley & Sons
Total Pages: 311
Release: 2011-03-16
Genre: Computers
ISBN: 1118089308

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A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.


Modality, Semantics and Interpretations

Modality, Semantics and Interpretations
Author: Shier Ju
Publisher: Springer
Total Pages: 192
Release: 2015-07-03
Genre: Philosophy
ISBN: 3662471973

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This contributed volume includes both theoretical research on philosophical logic and its applications in artificial intelligence, mostly employing the concepts and techniques of modal logic. It collects selected papers presented at the Second Asia Workshop on Philosophical Logic, held in Guangzhou, China in 2014, as well as a number of invited papers by specialists in related fields. The contributions represent pioneering philosophical logic research in Asia.